Endorb
Endorb
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- Endorb
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Comments
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With the whole endgame thing, definitely Left Behind needs love. I'm thinking that when you're the last survivor you gain a movement speed buff and a gate opening buff
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I'm up for standardizing Mori durations, though I will say that just slowing or speeding animations doesn't sound good (maybe in part, for things like how quick the hag spends biting the survivor's neck or how long the part before the spirit actually hits survivors). I think they'd have to redo some of them, which I wouldn't mind, but that would take time for the animators that would otherwise be used (probably) on new content. I feel the community as a whole wouldn't like that level of effort.
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@Peanits said:
I went ahead and posted a response on the thread. There should have been a post explaining why it was locked when our mods locked it, but the reason is because it was being used to name specific users and shame them repeatedly throughout the thread.
By this logic, does that mean it breaks the name and shame rule to name specific mods when they say/do something we don't agree with? Because both cases are commenting on people closer to the game than the average player and how/if their behavior influences the community
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Problems with the old Legion: Trying to play as intended proved fruitless; in practice, the legion was encouraged to tunnel 1 survivor and spend 10-15 seconds per hit stabbing one survivor like 5 times with no real way for the survivor to disengage, when the intent was for legion to spread the pain to every survivor. The other option was to stab a person with feral frenzy once and then chase them normally, which proved to make the legion extremely succeptible to windows/pallets, in personal experience.
Except, that first part with the multi-stab could be pushed in your favor as the legion by using an exploit to make the timer go down in unintended ways. Just removing that exploit alone (or playing without it) Made the legion weak and gave them the options of being ineffective or tunnelling. They should have started by nerfing this exploit with the terror radius thing, and then they probably would have needed to do something like increase movement speed while cooling down from a frenzy to compensate. They instead removed most of the power of the frenzy to the point that the only thing it's good for in practice is seeing the heartbeat of other survivors and getting that first hit a second or two sooner.
As both legion and survivor, I found it pretty obvious moonwalking or other means of chasing while deep wound was going down was the only way they really stood a chance, and that's fun for neither party. Now legion seems pretty weakened from an already weak state
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Freddy, followed by Wraith. I am awful in chases, and these guys basically eliminate any stealthing options unless you stealth to the point of burdening the team
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Honestly I was hoping for legion buffs. Unless Legion wanted to spend 10 seconds+ a hit tunnelling one survivor to hit them 5 times, they had to deal with loops without using frenzy, which was really bad.
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It took me like 100 hours each to actually feel like I *got it* with killers and survivors. And in my experience, the game is balanced more towards survivors right now, intentionally or not; Pallet looping, generator rushes, Survive With Friends information sharing... It's a lot.
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I think what they should do is find some good survivor and killer mains and comission them for balance testing. Kinda like what Nintendo did on Smash Ultimate. It wouldn't solve every issue, but what does lol?
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There's already a hex that counts your dull totems. Just add one onto small game and there you go!
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Um, the windows aren't blocked by time, but by whether or not you're in a chase, so Quick Rat's 2nd effect wouldn't really work
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@Larcz said:
Becose i miss one fking spacebar spam rly i hate this strugle.
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Even when it says 100%, you do still make some noise. I've heard people say they use stridor to counter iron will.
That's because Iron will and Stridor are additive; 100% base - 100% iron will + 50% stridor.
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In my experience it usually means they want to farm, especially if they follow it with the "come here"
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Don't think of wiggling's primary intent being the escapes from grasp, but to slow killers down, especially if they have to walk through doorways
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I own Ace & Laurie for DLC survivors, and recently got everyone to level 40. I'd say Meg, who I normally run with Lightweight, Self Care, Quick & Quiet & Premonition. The killers have a super hard time finding me when they find a gen with no scratch marks around it and I'm hiding in a closet...
Now that I say it out loud that might change though... oops >.<
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I find that because she's so tall, she's a lot easier to hide from, so cleansing yourself actually rarely leads to anything bad. While she might hit me with her giant puke mellons, it's not going to do much if she can't find me again, unless I'm broken and it downs me.
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@Bithard said:
It's just hard mode for survivor when running no perks has got boring. As soon as the killer realises you have it prepare to get tunneled to death as its a free kill this way.
@EnviouSLAY said:
No Mither is just a troll perk to ######### over other survivors tbh...half the time they DC the second they get downed.
This is the problem with No Mither right here. It's hard to fix it because people want their hard mode, but it's unfair to other survivors. My idea was that it gave every survivor but you a 1 or 2% speed boost, so that while it was hardmode for you it gave the other survivors an edge in staying alive if they got chased, encouraging the killer to find you and reinforcing the hard mode idea.
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I wonder what button that would be on controller though?
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@GrootDude said:
I’m rank 8 on both sides if that tells you.
I mean, rank isn't necessarily related to time spent. Hell, it's a really faulty measure of skill, even.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/460061#Comment_460061
Crouching is a mechanic in the game that is actually useful while yes it can be used for BM nothing can stop that from happening but mori cancelling is a thing that I have not seen been useful for anything other than BM. Complains about teabagging survivors
Proceeds to mori cancel survivors that are just playing the game not BMING
I have, to be fair, started Mori-ing a survivor, and then stopped because I heard another survivor. It's rare, but being able to stop is useful.
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"I never use this 'tracking thing'"? So, you're saying you don't see the benefit to the hemorrhage effect of Sloppy butcher? You still have to consider it exists.
The most direct killer vs Survivor example is Iron Grasp vs Boil Over; at level 3, both of them give a 75% change to wiggle speed, effectively negating eachother. However, Boil Over makes killers unable to see the closest hooks, while Irpn Grasp lets the killer travel further with the survivor; in this matchup Irom Grasp proves more useful.
With your botany knowledge vs Sloppy butcher comparison, remember that healing a survivor takes 2 people (or, with a perk, one person and twice as long). You might only see a 4-5 second increase, but you're having 2 survivors occupied for that. The survivors could choose instead to not heal, but if they thought botany knowledge then they wasted a perk slot. And again, survivors will lose time trying to find eachother for healing
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@Kurisataru said:
https://forum.deadbydaylight.com/en/discussion/comment/459906#Comment_459906
@Endorb Not sure if there is a perk for this but I went against a trapper today where I didnt get skill check notifications for the whole match. Hope that's not a common trapper bug.
The whole game? Sounds like a bug. There is Hex: Huntress' Lullaby which does make the sound happen later with each hook until the 5th hook where it doesn't make a sound (and it makes failing skill checks more damaging), but likely not what happened
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Yeah it really is an artifact mechanic for those perks right now.
That said, if you're facing the choice of the third seal vs upgrading NOED, do you really want third seal? I'd argue it's fine to make those into 1 level perks, but in the current state there are reasons to chose it
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As killer, if there's only 3 I'll play against them normally unless they show they don't want to, in which case I'll farm with them. 2 or 1 I farm.
As survivor, I always try unless the killer is shown to want to farm.
Sure if everyone was like me there'd be no farming but hey
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Is it viable to camp when gens are done?: yes
Is it ethical to do so?: Arguably, I say yes
Is it viable to camp other times?: depends what you define camp. If you are deterring survivors you know are in the area, I don't consider that camping. I've also bee accused of camping for passing by when that's the quickest route from point A to point B, and looking at the hook from like 30m away because it's in my line of sight. If you define camping as "staying near enough to the hook at all times that a rescue is impossible" it's not viable unless you wanna do a Bubba's Basement (Cannibal + insidious)
Is it ethical to do so?: No. You are throwing one random other player under the bus by giving them no chance, *while* crippling your own score. You're throwing a rock into a room and murder-suiciding whoever it hits. It's unfun for both parties, usually.
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Honestly, I feel all they needed to do was increase movespeed to 90% while recovering from the end of feral frenzy. That means if you're right on the survivor when FF ends, the chase lasts 6 seconds (3 for FF cooldown and 3 to catch back up to them, assuming you can't do it sooner with lunge) if they can't get to a window/pallet. Is it perfect? No, but the issue with Legion basically relying on frenzying like 6 times a survivor or being extremely loopable is mitigated
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@AnnaEliza365 said:
I think people who dc should lose the 2 pips AND lose blood points for dcing. They will think twice about dcing if they're losing 100,000 blood points for doing it. Or, maybe they lose the item they brought, but also lose items/offerings in their inventory.
FYI I don't think the punishment should be too harsh for the first couple because sometimes internet/power goes out, or their is a glitch. But, people will def think about these things if they are losing the things they worked really hard for.
I think not gaining any blood points and losing 2 pips on that match is enough. And losing 100K seems extremely excessive, especially since accidental DCs are a thing. Same idea with losing inventory items
@Theluckyboi said:
They should use implement some kind of humilliation technique, force the to wear a shirt with a DC sign on it for certain amount of matches or something like that, or debuffs,
I actually really like that idea lol. Replace your shirt fof the next 2 survivor matches with one with the disconnect plug, and a base color that makes it harder to stealth.
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The only way I can see that idea working is if it didn't happen while survivors were in a much larger radius, but then killers could use it to scout out survivors unless they made the bar invisible
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This is an interesting thread. Suggestion though: add at the beginning of the post indicators to put onto each post if it needs more context. I think that's what the ones that have this* are trying to do, but you never explain what they mean.
For example, a system like
*means the nerf was a bug fix
**means the nerf was a bug
'Means the nerf doesnt apply to the current game (reverted/outdated mechanics)
Also everyone, yes a bug fix is a nerf. That doesnt mean they shouldnt fix bugs, but even if it's situational, rare and unintentional, if it reduces the power of the character it's a nerf
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Bloodlust is meant to be rubberbanding for a killer who cant win a chase, and I worry changing that would be detrimental to the game. I do, however, wish that it didn't reset when you broke a pallet because I find that meand it never comes in handy
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Hmm... crazy idea, but what if the dev's provided a solution by letting you blacklist certain perks on a killer? Just go into a menu at any point and blacklist, say, 5 perks that can currently appear in their blood web. So if you don't want NOED on Billy or Myers because they can one down people, go ahead! If you don't want lightborn on huntress because who tries to blind huntress, go ahead! You don't want spies from the shadows on anyone because you don't like it? Blacklist!
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The issue here is that you're just looking at the numbers and not thinking about the implications. Sure the killer has only 4 perks whole the survivors have 16, but o feel the way you're comparing these, you should treat it like all 4 survivors go in with the same build. And 1 perk from a survivor is less impactful; sure, with iron will you're going to have a harder time finding that one survivor, but if you have 3 other survivors to chase that perk doesn't help the team as a whole all that much; it mostly impacts that one survivor you have trouble finding
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For a killer: Spies from the Shadows. Cant tell you how many times I got accused of cheating or camping because a crow told me someone was running for the hook
For a survivor: Lithe, which removes most scratch marks, and Quick and Quiet. Lithe lets me run around the map basically freely, and means that of the killer takes their eye off me for 2 seconds in a chase they're liable to lose me. Quick and quiet, meanwhile, lets me avoid a killer with extreme certainty when they arent sure I'm around. It lets you jump in a locker faster than normal *and* removes any sound it makes, so if I premonition that a killer is coming my way I just walk to the locker and hop in; they come up on a gen with no scratch marks or survivor in sight, no matter how much they walk around. Though I wish there were a way to disable/enable it at will because there's no use jumping a window silently when the killer is right behind you
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I do worry that if they removed it then people might do a mori when they don't want to for legit reasons (say, in a chase). Maybe they should jus tmake it so if you cancel you can't start it again on that survivor for a few seconds, giving them time to crawl away
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I've noticed trapper seems kinda buggy doing basic actions, compared to other killers. Bugs I've seen include lunges turning into pickups, walking through a survivor while lunging, being blinded instantly, not having a cooldown on a successful attack, allegedly not letting survivors wiggle, and lag-teleportation.
This might be sampling bias since I played trapper the most back on my old (broken) PC, but I can definately see you having a bug to your advantage and not knowing it. Hell, I've had my fair share of life-ending bugs as survivor too; being frozen when I try to down a pallet, not having terror radius play (vs a trapper and a hillbilly without tinkerer or the plague perk).